diff --git a/cards/dogs/lead_dog.tex b/cards/dogs/lead_dog.tex index bcc1f2e..dfc1fb2 100644 --- a/cards/dogs/lead_dog.tex +++ b/cards/dogs/lead_dog.tex @@ -8,7 +8,7 @@ \health{2} \risk{1} \name{Lead Dog} - \text{Legs give 1 less \hypothermia\ and \starvation.} + \text{Each leg gives 1 less \hypothermia\ and \starvation.} \flava{A smart dog can lead a sled safely along the trail.} \type{dog} \end{card} diff --git a/cards/dogs/malamute.tex b/cards/dogs/malamute.tex index 317c1e4..46b5c5a 100644 --- a/cards/dogs/malamute.tex +++ b/cards/dogs/malamute.tex @@ -10,7 +10,7 @@ \energy{4} \health{4} \name{Malamute} - \text{Whenever you \move{}, \draw{1}} + \text{Whenever you \move{} \draw{1}} \flava{A common sled hauling breed.} \type{dog} \end{card} diff --git a/cards/food/dog_food.tex b/cards/food/dog_food.tex index 348609f..dabbc11 100644 --- a/cards/food/dog_food.tex +++ b/cards/food/dog_food.tex @@ -9,7 +9,7 @@ \art{dog_food.jpg} \energy{2} \name{Dog Food} - \text{\draw{1 for each of your dogs}} + \text{\draw{1} for each of your dogs} \flava{It is very bland, not meant for humans.} \type{food} \end{card} diff --git a/cards/personal/caffeine.tex b/cards/personal/caffeine.tex index d09a80b..499256f 100644 --- a/cards/personal/caffeine.tex +++ b/cards/personal/caffeine.tex @@ -9,7 +9,7 @@ \art{caffeine.JPG} \health{2} \name{Caffeine} - \text{\destroy{1}{2} \draw{1}} + \text{\destroy{1}{2}\ \draw{1}} \flava{The greatest addiction ever.} \type{personal} \end{card} diff --git a/cards/stretches/27/mountain_avalanche.tex b/cards/stretches/27/mountain_avalanche.tex index b8afe69..e5be6d8 100644 --- a/cards/stretches/27/mountain_avalanche.tex +++ b/cards/stretches/27/mountain_avalanche.tex @@ -5,7 +5,7 @@ \begin{document} \begin{cardstretch} \easyname{Mountainside}\hardname{Avalanche} - \easyeffect{All movement moves 5 \Mms}\hardeffect{All movement moves 0 \Mms} + \easyeffect{All movement moves 5}\hardeffect{All movement moves 0} \easyart{volcano.png}\hardart{exposed.jpg} \easyhypo{1} \hardhypo{3} diff --git a/cards/util/dog_trap.tex b/cards/util/dog_trap.tex index 9f4a0fd..9f97fe0 100644 --- a/cards/util/dog_trap.tex +++ b/cards/util/dog_trap.tex @@ -9,7 +9,7 @@ \art{dog_trap.jpg} \risk{2} \name{Dog Trap} - \text{All other players must kill one of their dogs} + \text{All other players must sacrifice a dog} \flava{Isn't that illegal?} \type{utility} \end{card} diff --git a/cards/util/leather_hide.tex b/cards/util/leather_hide.tex index 242bf6c..ee62103 100644 --- a/cards/util/leather_hide.tex +++ b/cards/util/leather_hide.tex @@ -8,7 +8,7 @@ \begin{card} \art{leather_hide.JPG} \name{Leather Hide} - \text{Reduce \hypothermia by 1. \draw{All venison in your discard pile.}} + \text{Reduce \hypothermia by 1. Draw all venison in your discard pile.} \flava{Why do thieves wear this? Because it's made of hide.} \type{utility} \end{card} diff --git a/cards/util/thermostat.tex b/cards/util/thermostat.tex index 010a1c9..b5a368f 100644 --- a/cards/util/thermostat.tex +++ b/cards/util/thermostat.tex @@ -10,7 +10,7 @@ \energy{1} \health{1} \name{Thermostat} - \text{All other players take 1 \hypothermia} + \text{All other players \hypothermia} \type{utility} \end{card} \end{document} diff --git a/cards/util/tip_sled.tex b/cards/util/tip_sled.tex index b1f19d1..066520c 100644 --- a/cards/util/tip_sled.tex +++ b/cards/util/tip_sled.tex @@ -10,7 +10,7 @@ \energy{1} \health{1} \name{Tip Sled} - \text{All other players increase their \starvation.} + \text{All other players \starvation} \flava{Ever seen a panda cheese commercial?} \type{utility} \end{card} diff --git a/ideas b/ideas index 6bcb0a4..4801c18 100644 --- a/ideas +++ b/ideas @@ -1,9 +1,41 @@ +Kill -> Sacrifice for *own* dogs. +More compact symbols for destroy/take. Maybe X Y and X Y? +Maybe undo icons for some things, follow the 5 second rule as per +https://www.nngroup.com/articles/icon-usability/ +I.E: if it takes you more than 5 seconds to think of an appropriate icon for +something, it is unlikely that an icon can effectively communicate that meaning. + +By 5 second rule the icons are: +YES: Speed +PROBABLY: Hypothermia +MAYBE: Starvation, Draw +NO: Immune + + + +Special cards that need more explanation: + - new sled + - satiated + - ibuprofin + - stop and shop + - daylight savings + - sleeping bag + - utility knife + - vigilance + + + + + Consider more player count? 6? 7? Red/Green/Blue/Purple/Black/White/(orange/yellow) -Cubes instead of disks (smaller) +Cubes instead of disks (smaller/cheaper) Back to old personal cards (shuffle unused back in) Consider allowing to draw undestroyed? + Need to balance for meditate though. + Maybe PUT (not shuffle) unused back in. Meditate tells you deck order! + ***** NO *****: Discard/shuffle back 4 types of 'stretch' card. Mini cards come 32 to a sheet. 8 versions of each. 64 total effects. :o @@ -12,20 +44,7 @@ Card has info for both versions (easy/hard). Hypothermia/Starvation INCREASES whenever YOU take a new day. Graduated system: 0/1 = no change, 2/3 = +1, 4/5 = +2, 6+ = all -New icons: -Speed, Draw, Destroy, Extra Cards on new days. - -Maybe delete recovery entirely? Used by: ---whale meat ---beef stew ---bison ---poutine ---caffeine ---rope ---torch ---leather hide ---campfire - +Immunity is unique - its effect can be spelled out on its card (vigilance) Stretch ideas: diff --git a/iditaboard.tex b/iditaboard.tex index 269fc32..0c4be0e 100644 --- a/iditaboard.tex +++ b/iditaboard.tex @@ -420,7 +420,7 @@ \node [anchor=center, font=\fontsize{20}{0}\bebas] at (100.0/300.0,-100.0/300.0) {\useicon{backpack} \sendto{} \useicon{trash-can}}; \fill [black, rounded corners] (-325.0/300.0,-15.0/300.0) rectangle (300.0/300.0,15.0/300.0); \node at (-225.0/300.0,100.0/300.0) {\includegraphics[width=0.5in]{die/storm.png}}; - \node [anchor=center, font=\fontsize{20}{0}\bebas] at (100.0/300.0,100.0/300.0) {\draw{}}; + \node [anchor=center, font=\fontsize{20}{0}\bebas] at (100.0/300.0,100.0/300.0) {\daydraw{}}; \draw [red, line width=0.05in] (58.0/300.0,142.0/300.0) -- (142.0/300.0,58.0/300.0); \draw [red, line width=0.05in] (100.0/300.0,100.0/300.0) circle (0.2); \fill [black, rounded corners] (-325.0/300.0,185.0/300.0) rectangle (300.0/300.0,215.0/300.0); diff --git a/iditacard.cls b/iditacard.cls index 89a4128..f291daf 100644 --- a/iditacard.cls +++ b/iditacard.cls @@ -208,11 +208,11 @@ \newcommand{\Mm}{Mm} \newcommand{\Mms}{Mms} -\newcommand{\move}[1]{\raisebox{-0.2em}{\includegraphics[height=1.5em]{icons/dog-sled-icon.png}} #1} -\newcommand{\destroy}[2]{\useicon{magnifying-glass} #2 \useicon{card} \upto{#1} \useicon{trash-can}} % Destroy up to #1 of #2 -\newcommand{\take}[2]{\useicon{card} \sendto{#2} \useicon{backpack} \upto{#1} \useicon{shopping-cart}} -\newcommand{\draw}[1]{\useicon{card-draw} #1} -\newcommand{\daydraw}[1]{\useicon{card-plus} #1 \useicon{solar-time}} +\newcommand{\move}[1]{\raisebox{-0.3em}{\includegraphics[height=1.5em]{icons/dog-sled-icon.png}} #1} +\newcommand{\destroy}[2]{\useicon{eye} #2 \useicon{trash-can} #1} % Destroy up to #1 of #2 +\newcommand{\take}[2]{\useicon{backpack} #2 \useicon{shopping-cart} #1} +\newcommand{\draw}[1]{Draw #1 card\ifnum 1<#1s\fi} +\newcommand{\daydraw}[1]{\useicon{card-plus} #1} \newcommand{\personal}{{\color{personal}personal}} \newcommand{\sled}{{\color{sled}sled}} \newcommand{\hypothermia}{\useicon{hypo}} diff --git a/instructions.tex b/instructions.tex index 31836c2..e7ba976 100644 --- a/instructions.tex +++ b/instructions.tex @@ -124,6 +124,9 @@ of you. Shuffle the legendary deck and deal 5 cards from it to each player. Each player looks at their legendary cards and leaves them face-down in front of them. +Shuffle each of the leg decks and draw one leg of each type and place it on the +corresponding space on the board. + Before starting the game everybody draws 6 cards. The first player to grab the weather die goes first. They roll it, then take their turn. @@ -138,6 +141,11 @@ During gameplay you will often discard cards. It is important to note that discarded cards will be returned to your deck frequently. This is in contrast to destroyed cards which are removed from the game permanently. +Many cards effect the size of your initial hand as well. There is no hard upper +limit on hand size, however if there aren't enough cards in your deck to fill +your hand, then your hand will consist only of however many cards are available +to be drawn. + % Once that’s done, you go into the gameplay specifics, which should be explained in the order in which they occur in game. This is where you explain exactly what happens during each turn, action, round, etc. You also should have sections dedicated to complicated subjects and their edge cases (for instance, our section on Collisions for “Pulled into Darkness”). \subsection{Movement} @@ -306,288 +314,182 @@ get to add it to your sled team. \end{tabular} \subsection{New Days} + +On any turn the current player may choose to take a new day. Any other players +may choose to join them in the new day or to sit it out. + +All participating players in a new day abandon all current risks. They shuffle +all of their cards (other than in-play dogs and attachments) into their deck. +This includes cards in play, in their discard pile, and in hand. Once their +decks are reshuffled, each player draws a new starting hand of 6 cards. + +Once all players have decided whether or not to participate in the new day, the +player whose turn it is (the player that called the new day) rolls the weather +die to determine the weather for the day. + \subsection{Weather} -\section{Effects} % Don't forget to mention legs and their effects + +The weather die determines the weather effecting all players. Players who are +off the board (as in the start of the game) are not effected by weather. + +The six sides of the die show the six kinds of weather that can happen. The +board shows a summary of what each weather's effect is. Here they are described +more fully. + +\includegraphics[width=1.5em]{images/die/snowflake} Snow causes the supply to be +emptied. All cards in the supply are destroyed and removed from play. + +\includegraphics[width=1.5em]{images/die/sun} Sun causes all players to have $1$ +additional speed. + +\includegraphics[width=1.5em]{images/die/wind} Wind causes all players to have +$5$ additional speed, however each player gets hypothermia. + +\includegraphics[width=1.5em]{images/die/cloud} Cloudy weather cancels all speed +bonuses. + +\includegraphics[width=1.5em]{images/die/storm} Stormy weather prevents +increased initial hand sizes from taking effect. + +\includegraphics[width=1.5em]{images/die/rain} Rain causes all players to have +$3$ additional speed, however each player starves. + +\section{Effects} + +There are a number of effects referred to throughout the game. These effects are +described here. + +\subsection{Speed} + +Speed (\includegraphics[height=1em]{images/icons/speed}) is provided by some +cards and is added to the distance you move every time you move (including the +automatic movement at the end of your turn). For example if have $+3$ speed in +play, then you would move $4$ spaces at the end of your turn. You can keep track +of your speed over time using the meters on the side of the board. + +\subsection{Legs} + +Each coloured section of the board represents a leg of the race. The effects of +each leg are indicated by the leg cards drawn at the start of the game. These +effects are incurred by any players on the given leg. Each leg card has the +effects for a leg in the first half of the game, on the left, and one for a leg +in the second half of the game, on the right. + +Many legs incur starvation or hypothermia. When you enter these tracks you +increase your starvation or hypothermia counters appropriately. The effects of +hypothermia and starvation are described in the following sections. + \subsection{Hypothermia} + +Each point of hypothermia you have alternates between reducing your speed by +1 and increasing the +\includegraphics[width=1em,height=1em]{images/icons/hand.png} of each of your +cards by 1. These effects are tracked on the scale in the corner of the board. + +Whenever you play a {\color{personal}personal} card you reduce your hypothermia by 1 as soon as +it hits the table, before resolving its cost, even if you fail to pay for it. + +If you reach a hypothermia of 7 it can no longer increase, but you cannot move +until it is reduced. + \subsection{Starvation} + +Each point of starvation you have alternates between reducing your speed by +1 and increasing the +\includegraphics[width=1em,height=1em]{images/icons/deck.png} of each of your +cards by 1. These effects are tracked on the scale in the corner of the board. + +Whenever you play a {\color{food}food} card you reduce your starvation by 1 as +soon as it hits the table, before resolving its cost, even if you fail to pay +for it. + +If you reach a starvation of 7 it can no longer increase, but you cannot move +until it is reduced. + \section{Card Types} + +There are 7 unique types of playing cards in the game. This section describes +each of them in detail. + \subsection{\color{dog} Dogs} + +When you play a dog it stays in front of you on the table and provides a passive +bonus. You may only have up to 6 dogs at a time. When a dog dies it is destroyed +unless otherwise stated. When you are instructed to sacrifice a dog you must +kill one of your own dogs. If you are unable to do so then the card has no +effect. You may also sacrifice any of your dogs at any time, typically to make +space for other dogs. + \subsection{\color{attachment} Attachments} + +Attachments must be played on dogs. Unless otherwise stated dogs can only hold +one attachment each. If you have no dogs in play then attachments are discarded +when played, to no effect. You may discard your own attachments whenever you +wish. When the dog an attachment is on dies, that attachment is discarded. + +Armour is a particular attachment that can protect a dog even when you are +instructed to sacrifice it. + \subsection{\color{sled} Sled} + +Sled cards have the symbols +\includegraphics[height=1em]{images/icons/backpack.png} and +\includegraphics[height=1em]{images/icons/shopping-cart.png} on them. The number +after the \includegraphics[height=1em]{images/icons/backpack.png} indicates how +many cards to add to the supply from one of the upgrade decks of your choice. +All of these cards must be added from the same deck. The number after the +\includegraphics[height=1em]{images/icons/shopping-cart.png} indicates how many +cards from the supply you may add to your discard pile. Note that these cards +are discarded, and will be available when you next take a new day. + \subsection{\color{personal} Personal} + +Personal cards have the symbols +\includegraphics[height=1em]{images/icons/eye.png} and +\includegraphics[height=1em]{images/icons/trash-can.png} on them. The number +after the \includegraphics[height=1em]{images/icons/eye.png} indicates how many +of the top cards of your deck to look at. The number after the +\includegraphics[height=1em]{images/icons/trash-can.png} indicates how many of +those you may destroy. Whatever cards you do not destroy you choose whether to +discard or to shuffle back into your deck. + \subsection{\color{food} Food} + +Most food cards provide draw. Additionally, as mentioned above, food cards +reduce your \starvation. + \subsection{\color{movement} Movement} + +Movement cards, as you may have guessed, provide movement. Movement was already +explained in the mechanics section above. + \subsection{Utility} + +Utility cards are those which do not fall under the other categories. + +\subsection{Unique Cards} % E.G. Vigilance - immunity, meditate - effect \section{Icons} +This is a reference page for the icons used in this game: + +\begin{itemize} + \item[\raisebox{-0.3em}{\includegraphics[height=1em]{images/icons/dog-sled-icon.png}}] + Speed, the number following it indicates how far to move. +\end{itemize} + \section{Game End} % What initiates the end game (ie. once the last card is drawn, at the end of the fourth round etc.), when the game is actually over (ie. each player gets one more turn--including the player who drew the last card), how players tally their points, and restate what the victory requirement is/who wins. +When the first player crosses the finish line, each other player gets one last +turn. Once each player has had their last turn, whoever is furthest past the +finish line wins the game. +\subsection{Solitaire Mode} -{\noindent\Heading\Large Setup\par} +The game can also be played alone by counting how many turns and days it takes +to win. -To begin the game separate out each of the decks of cards based on the -symbols in the lower-right corner. Give each player a starting deck. Indicated -by a coloured rectangle in the corner. Each player should take a token marking -their position to match the colour in the rectangle on their card. - -Also give each player two dice: one blue to keep track of hypothermia and one -red to keep track of starvation. Each player places their wheel dog on the -table in front of them, shuffles their deck and draws 6 cards. - -Decide which expansions to use, shuffle them and place them face down near -the supply. - -Finally roll the weather die to determine initial weather (although it wont -effect anyone until they get to the hills). - -\clearpage - -{\noindent\Heading\Large Objective\par} - -This is a race. Your goal is to be the first to cross the finish line. You will -do this by upgrading your deck and your sled dog race team while slowing down -your opponents and surviving the harsh northern climate. - -The path on the board is marked with walls, you will criss-cross up and down -each side of the board to arrive at the finish line. A summary of this motion is -outlined below. - -{\centering\includegraphics{images/rules/board_order}\par} - -You will unlock a new powerful card when you reach the checkpoints marked below. - -{\centering\includegraphics{images/rules/checkpoints}\par} - -\clearpage - -{\noindent\Heading\Large Costs\par} - -When a card is played the three costs are resolved in order. - -First the player must discard as many cards as the ``energy'' cost -(blue number) of the card from their hand. Second, the player must discard as -many cards as the ``health'' cost (red number) of the card from the top of their -deck. Finally the player must resolve the ``risk'' cost (black number) of the -card. - -Whatever the risk of a card is, that many cards must be played from the top of -your deck on the subsequent turns successfully. Only then does the original -card's effect take place. - -Additional risk costs stack. If at any point you cannot afford the cards being -played as risk, the risk card fizzles and does nothing. - -Any cards used as payment for risk have their effects occur when they are paid -off, even if the parent risk card fizzles. - -An example is illustrated on the next page. A dog trap is played with a hand of -6 cards and a deck of 23 cards. As risk a move and mush are played. The risk of -the mush is breakfast. The result is a hand of 4 cards and a deck of 14 cards. - -\clearpage - -\includegraphics{images/rules/example_1}\par -\includegraphics{images/rules/example_2}\par -\includegraphics{images/rules/example_3}\par -\includegraphics{images/rules/example_4}\par - -The result of this is that the player has spent 4 turns in order to successfully -play (in order) move, breakfast, mush, and dog trap. Note that the risk cards -only took effect once they were fully paid in the following turns. If at any -point the player were unable to pay for a card all unresolved cards would fizzle -and have no effect. - -{\noindent\Heading\Large New Days\par} - -On any turn the current player may choose to take a new day. Any other players -may choose to join them in a new day or not. - -All participating players abandon all current risks and shuffle all of their -cards (except for in-play dogs and attachments) into their deck. They then draw -a new starting hand. The starting hand size is 6 cards, but is often modified -during the course of play. There is no upper limit to hand size. - -Once everyone has decided whether or not to partake in the new day, the player -who started it rolls the weather die to determine the weather. - -\clearpage - -{\noindent\Heading\Large Weather\par} - -The weather die has 6 unique symbols on it. Each symbol has a specific effect on -those players who are not immune. These are: - - \includegraphics[width=1.5em]{images/die/snowflake} Snow cancels the effects -of all sled (green) cards. -\vskip 0.5em - - \includegraphics[width=1.5em]{images/die/sun} Sun provides +1 speed. -\vskip 0.5em - - \includegraphics[width=1.5em]{images/die/wind} Wind provides +5 speed but gives all players hypothermia. -\vskip 0.5em - - \includegraphics[width=1.5em]{images/die/cloud} Clouds cause -1 speed. -\vskip 0.5em - - \includegraphics[width=1.5em]{images/die/storm} Storms cancel all movement. -\vskip 0.5em - - \includegraphics[width=1.5em]{images/die/rain} Rain provides +3 speed but gives all players starvation. - -{\noindent\Heading\Large Effects\par} - -There are some common effects that have special handling. - -{\bf Speed} is provided by some cards and is added to whatever distance a -card indicates to move. For example if you play a card that says ``move 10'' and -have +5 speed you will move 15 squares. - -{\bf Recover} allows you to draw cards of your choice from your discard pile. -Recovered cards may also be shuffled into your deck. - -{\bf Immune} players are not effected by other players cards, do not take -damage, and are not effected by the weather (either positively or negatively). - -\clearpage - -{\noindent\Heading\Large Conditions} - -There are a few conditions that you must contend with during the race. - -\definecolor{energy}{HTML}{003FFF} -\definecolor{health}{HTML}{FF0000} - -{\color{health}\bf Starvation} increases the health cost of every card by 1 for -each starvation you have. Keep track of starvation using the red die. - -{\color{energy}\bf Hypothermia} increases the energy cost of every card by 1 for -each hypothermia you have. Keep track of hypothermia using the blue die. - -Neither {\color{health} starvation} nor {\color{energy} hypothermia} effect -costs that are 0 to begin with (not including costs that are reduced to 0). - -If either your {\color{health} starvation} or {\color{energy} hypothermia} -reaches a level of 7 you have died. Move back 30 myriameters and set them both -to 0. - -\vskip 1em -{\noindent\Heading\Large The Board} - -Each coloured section of the board represents a leg. Each leg has its -own effect, listed at the end of the board. Additionally there may be a blue -and/or red number next to each leg. When you enter a leg, if you have -less {\color{health}starvation} than the red number you set your -{\color{health}starvation} to it. Similarly if you have less -{\color{energy}hypothermia} than the blue number you set your -{\color{energy}hypothermia} to it. This applies even if you enter the leg -moving backwards. - -Whenever you pass another player on the board you take 1 damage and they are -moved back 1 square. This process is iterative, so there can never be two -players on the same space of the board. - -\clearpage - -{\noindent\Heading\Large Card Types} - -There are 8 types of cards. The remainder of this booklet describes them in -detail. - -\vskip 1em -{\noindent\Heading\Large\color{dog}Dog Cards} - -When you play a dog it stays in front of you and provides a passive bonus. You -may only have up to 6 dogs at a time. You may kill friendly dogs whenever you -wish. When a dog dies it is destroyed unless otherwise stated. When you are -instructed to kill a dog it must be one of your dogs. If you are -unable to kill one of your dogs the effect of the card will be voided. - -\vskip 1em -{\noindent\Heading\Large\color{attachment}Attachment Cards} - -Attachments must be played on dogs. Unless otherwise stated dogs can only hold -one attachment each. If you have no dogs in play attachments are discarded when -played, to no effect. You may discard your own attachments whenever you wish. -When the dog an attachment is on dies, that attachment is discarded. - -Armour is a particular attachment that can protect a dog even when you are -instructed to kill it. - -\vskip 1em -{\noindent\Heading\Large\color{food}Food Cards} - -As soon as you play a food card reduce your {\color{health}starvation} by 1. -This happens before payment. Food cards generally provide draw. - -%\vskip 1em -\clearpage -{\noindent\Heading\Large\color{personal}Personal Cards} - -As soon as you play a personal card reduce your {\color{energy}hypothermia} by -1. This happens before payment. Personal cards have the text ``Destroy up to X -of Y''. This means you look at the top Y cards of your deck, choose up to X of -them to destroy, then choose which of the remaining cards to shuffle back into -your deck and which to draw into your hand. - -For example first aid says ``Destroy up to 1 of 3'' so when you play it you look -at the top three cards of your deck. You may permanently destroy one of them and -decide which of the rest you draw and which you shuffle into your deck. Thus -personal cards can act as an expensive form of draw. - -\vskip 1em -{\noindent\Heading\Large\color{sled}Sled Cards} - -Sled cards are used to upgrade the cards in your deck. They have the text ``Take -X of Y''. This means you add cards to the supply from an upgrade deck until it -has at least Y cards in it. Then you choose X of them to place in your {\bf -discard} pile. The new card(s) will become available to you when you take your -next new day. - -When an upgrade deck runs out of cards shuffle all destroyed cards of that deck -back into it to refresh it. If all cards of a deck are in use it can no longer -be upgraded from (this should be very unlikely). - -\vskip 1em -{\noindent\Heading\Large Utility Cards} - -In general utility cards either have unique effects or interact with other -players. - -\vskip 1em -{\noindent\Heading\Large\color{movement}Movement Cards} - -In general movement cards move you along the track. Note that each square of the -board represents a myriameter (10 kilometers). Your current speed is added to -the movement printed on movement cards when they take effect. - -\vskip 1em -{\noindent\Heading\Large\color{damage}Damage Cards} - -When a player takes damage they add a damaged card to their discard pile. Damage -can be played for its cost to remove it from the deck, or destroyed by personal -cards. If a damaged card is discarded as part of the payment of another card -then the payment fails and the turn ends immediately. Damage cards can be -played as risk. - -\vskip 1em -{\noindent\Heading\Large Legendary Cards} - -At the start of each game each player draws 5 random legendary cards. Whenever -they pass a checkpoint they must add one of them to their discard pile. - -\vskip 1em -{\noindent\Heading\Large Single Player} - -When playing alone use the flip side of the game board. This side is more -punishing. If you die in single player mode you lose. The goal is still to -finish the race in as few turns as possible. - -\vskip 1em -\hrule -\vskip 1em +\vfill {\small I hope you enjoy the game. - Louis A. Burke} \end{document}